Frosticus

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  1. I personally would aim for perma dom before upping defense. High recharge on stalagmites backed by domination is a tremendous survivability boost. I'd argue easily as high as s/l softcap. Once you hit 80% or so global rech, then up the s/l def to end up with an insanely powerful toon.

    If I had to choose between perma dom and s/l softcap as a singular build direction it would be perma dom in almost every scenario. The two together though, is astounding.
  2. Quote:
    Originally Posted by Slope View Post
    Good idea, i usually like to do the events but sometimes when you need a team (Lusca) there's no one else to do it because they're off doing more rewarding things.
    Sadly, holding out the cup in the bum emote is often more rewarding than facing Lusca. I'd love to have a dev come in and rationalize the reward rate on that foe.
  3. I can make the judgment that jolting chain will break he sleep of static field

    But I can't make the judgment that static field does or doesn't reapply sleep fast enough for that not to matter.

    I can say that if static field does reapply sleep that quickly then it is indeed " a sleep worth taking", but failing that measure doesn't necessarily negate that statement either.
  4. Quote:
    Originally Posted by White Hot Flash View Post
    So from all this, I conclude that what you really want is just more powersets, not a new AT. To me, an archtype is a totally different direction of playing. Yes, Blasters and Scrappers are both high damage (for example), but they play totally different by what makes them unique: their survivability. ATs are about the modifiers, and the primary/secondary combos and how they work together, not necessarily about the actual powers themselves, though there are powers that define an AT, like MMs or Kheldians.
    If that's what you concluded then I either did a poor job explaining or you did a poor job reading. I'm willing to take responsibility, but I'm not really willing to get into an extensive conversation to justify my opinion. You can PM me if you like, but I don't think this thread is the place to hash this out. My expectations for a major expansion are consistent across all games though. Satisfying them within the confines of the specific structure of course varies.

    For instance, just because "new areas to explore" is on my check list for an expansion to any game doesn't necessarily mean they have to put that in to make a satisfactory release. It just means something else will need to be elevated.
  5. Quote:
    Originally Posted by White Hot Flash View Post
    Just curious, Frosticus, but what kind of AT could they introduce that we don't already have? I don't think there's any combination of damage dealing, control, armors, team support, etc, that we can't make right now that wouldn't be crazy overpowered or neutered so much that people wouldn't want to play it anyway.
    I think VEAT's opened the door for a multitude of combinations that currently aren't possible with any of the classic AT's and demonstrated with solid conviction that previous reservations about such pairings being overpowered are in fact not true.

    Have VEAT's satisfied that itch? Not really considering fortunatas represent an AT direction of their own (high ranged damage+moderate control+armor). Banes represent an different AT direction (high melee damage+pets+buff/debuff+armor). And Crabs represent yet another (moderate ranged+pets+high armor). Fleshed out a Bane for instance would represent a single powerset choice within an entire AT and I'ld love to play an elemental melee damage dealer with elemental pets and elemental buff/debuff powers.

    That said, I haven't really thought about it. It isn't my job any more than it is my job to design new costumes or zones. I'm sure the people that specialize in such things could come up with something if tasked with it. We are far from being able to create anything you want though, which suggests that one way to get closer is via a new AT. As mentioned, I was also hoping to get closer to that goal with more powerset options within our existing parameters too. But that isn't happening either.

    Put it in another light. Before VEAT's were created someone could have asked the exact same question you just did. Another thought is we already have 4 AT's that are essentially the same premise of strong melee damage paired with strong survivability, yet they all play distinctly different. Different enough to warrant their own AT. I think that is an indication that if someone were to actually sit and try they could be pretty successful in the endeavor. I'm tempted to try, but honestly I feel at a great disconnect with the devs right now. To the point where if Jesus himself vouched for my work it wouldn't amount to a hill of beans.
  6. Quote:
    Originally Posted by Power_NA View Post
    This is a good idea, it is sad the Monsters just stand around all alone, they should be having fun breaking/killing stuff! I miss the old days where you could take out them solo heheh.... ok I had 1 person with me but still.
    the old days are today.
  7. Quote:
    Originally Posted by StormyDarkness View Post
    Without looking at the original poster, I was hoping to find this be about how much it defense debuffs, resist debuffs, knocks down, and all the other stuff of FR's awesomesauce.
    It still does those awesome things as long as you are ok with them all expiring when the rain stops.

    I have a perma PA ill/cold (aka extreme recharge build) that has sleet on a 15.1 second recharge. Once you factor in animation time I can't keep the -res/def debuff on a target the entire time.

    That would be fine if as Trick says, it was intended. But the power clearly states the -res/def debuff lasts 30 seconds.

    It's also worth noting that the -rech/slow debuff also disappears at the end of the rain. If you use the power to keep things relatively clumped you may find it performing much worse than it should in addition to no longer decreasing their damage output through the -rech that is supposed to linger.

    At the same time if at any point during the rain you knock the target away the debuffs work exactly like the power descriptions say. Which is to say, a lot better and longer.

    I'm doubtful it is intended for the power to work better if you remove the enemy from the location you have used it. That would be an interesting approach to design. Especially when the power itself largely prevents things from escaping the rain in the first place. I suppose stranger things have happened though. Probably.
  8. I'm all for anything that puts some life back into the streets of this game. I used to love when street sweeping was a rewarding activity and you'd actually see people in this game. Now there could be a million people on at the same time and they are all hidden in instanced missions and plugged into VR machines at AE whilst tumble weed patrolling the streets is the main thing you see between missions.

    I don't think they have the ability to make GM's more interesting. Even if they could I doubt they'd go back and rework existing ones/events as they'd rather just pile on another event. Which means it has to pretty much come down to reward rate. Which quite frankly would need to be very high to draw people out of existing paradigms.

    If the game made some attempt to encourage people to play in the world instead of on office map 03 it would be a much simplier step to then get them to engage in events and GM's. Big, beautiful, empty world. Unfortunately the team decided to abandon the world in this game in favor of all-instanced-all-the-time. I'd love for it to change back, but 'how' is the question that needs to be addressed before they can even begin tackling event/GM participation.

    Honestly, even Praetoria which looks very attractive, will likely be reduced to spending 80% of your time on Praetorian Office map 01 and then you wizz by the beautiful world to get to Praetorian Warehouse map 04. Unless of course the dev team has done a complete reversal on how they view this game, but I sort of doubt it.

    But ya, /signed for anything that gives life back to the world in this game.
  9. Quote:
    Originally Posted by Haggard4Life View Post
    Given the amount of time I'm assuming it takes to make a new powerset, I'd definately say your expectations were too high. If a powerset covers multiple ATs (say, a melee or ranged set), they have to make sure the powers are adjusted for each of the different ATs and I'm guessing that adds to the length it takes to make a new set.
    AT modifiers by and large take care of intra AT balance of a set. Outside of some small differences that fall outside of the modifiers, most sets are identical across the AT's that have them.

    Was 8 new powersets too much to expect? Well it is certainly more than we are getting. That just means I have shifted my expectations of what should be in a major expansion to other areas. I'm definitely waiting with baited breath for a full features list. War Witch keeps telling me it is going to be legendary and she seems to imply it will blow CoV out of the water, so I'm excited for a very robust showing.
  10. Quote:
    C!: Wow, so many things. Getting Kinetic Melee and Electrical Control in, however makes me the happiest. For a long time, it looked like we weren't going to get them due to time constraints, but we managed to get them in. I think both sets are great.
    Yikes. At 4 new powersets (elec looking like mostly recycled animations/visual effects so far too) I'd already say this expansion is extremely light on new powerset options. 1 new set for each AT is the bare minimum of what should be expected in an expansion. That's kind up troubling that kin melee and elec control are getting "squeezed in".

    To be totally honest when they announced an expansion I was expecting at least 2 new powersets for each AT (primary and secondary each) and was hoping for a new AT all together. Given the high amount of set sharing that already occurs I don't feel that is too high of an expectation as it would be 8 new powersets total (new blaster manipulation set, new buff/debuff set, new armor set, new dom assault set on top of the 4 already created) I'm just sad I can't actually make a "new" character if I've already tried out each unique primary and secondary once before.

    Here's hoping elec control and kin melee are really really fun.
  11. No it does not occur every single time. I would agree with your assessment that 60-70% of the time it expires prematurely on a target that stays under the rain.

    It has situationally made gale a lot more useful to (edit:throw) them out of the rain near the end so it continues to debuff them heh.
  12. Controller sleet definitely has the same problem. I've PM'd Castle about it describing exactly how to reproduce it, but I didn't get a read receipt about the matter so who knows.

    I haven't checked the corruptor version of sleet.

    MM version of freezing rain is definitely bugged as well.
  13. Quote:
    Originally Posted by GMan3 View Post
    I have no idea if your trying to be sarcastic in your quote about the timing or not, but I am going to assume you are and thank you for the back-up.
    Yes I was agreeing with you.

    While I think these ViDoc's are great for new players and so are things like the gamestop promotion the doubt I'm having isn't arising from those marketing materials it is arising from the question of how any potential new players are being exposed to these marketing materials.

    For the most part it really seems like if you don't already know about CoX then nothing that is happening is going to change that. And if you already know about CoX and have passed on it for the last 6 years, is GR really going to change anything for you?

    I think it will do very well in bringing some old subs back, but I'm awful worried about retention. The focus being on 1-20 means that people (even slow people) will move through it in like 7 days. Fast people will be through it that day. There is also the issue that 1-20 is oft considered a chore or PITA by many of the players because your powers are so underdeveloped and endurance is a major constrictor. Is 1-20 content going to hold those people until the next issue where the incarnate system is actually released? I know it will hold many of us. A lot of people playing this game right now will be here until it closes its doors.

    Existing players that are already involved in the game get the nifty Fable-esque morality system and that's great for taking toons to the existing old content that we've had access to for years, but just not on some particular toons. However, I doubt that will have much impact on the subs that have left the game. That's not really new, or different for them, just more of the same, but with a different toon, which with our existing AT's you could already do with numerous different combinations. Is doing it all again with a brute really going to turn the tide? maybe. hopefully.

    I don't mean to sound overly negative, but these are questions I've been asking myself as more and more info is released. I'm not doubting the ability of GR to pull in new players as I think it could do fine. I'm doubting the execution of a plan to put GR in a position to succeed in that goal, but thankfully there is still some time left to improve.
  14. They should rename the one in Poison to Poison Crap.
  15. The glowing bubbles are more visually distracting than the aoe immob in earth. It has been ok up to now because it isn't a common occurrence (except if you slot the hold proc in PT and AM in traps, then you pollute the screen). I too am worried that the long animation of telsa as the st hold will take a lot of the appeal out of this set for me. It kills grav an ice for me and it is longer than those two. It is similar to earth and plant, but both those animations have a long cast time, but use the same root time as dominate, so they feel much faster than they are.
  16. Quote:
    Originally Posted by GMan3 View Post
    These things Paragon Studios is doing to "advertise" now will NOT bring in any significant players.
    Well I don't know about that. He said, "now is the best time for new players to join"

    Chief Wiggum: Did you flash your lights?
    Eddie: Yes.
    Chief Wiggum: Well, I'm fresh out of ideas.
  17. Quote:
    Originally Posted by Eva Destruction View Post
    It would be situationally helpful, yes, but only if it's in addition to, not instead of, other buffs.

    In everyday gameplay I don't see it making enough of a difference to make up for the set's other shortcomings. For Stupid Scrapper Tricks, yes. On a team, maybe, although your pitiful -regen would be nothing compared to what some of your teammates bring. In regular gameplay, especially at the high end....well there are Super Arachnoids. Everything else, you're over-killing anyway.
    Definitely agree
    Quote:
    Originally Posted by Frosticus View Post
    I don't see -regen as a solution to any melee set problems, but as a layer in the process it could be a reasonably attractive tool.
  18. Here's what I predicted for the set back in April
    Quote:
    Originally Posted by Frosticus View Post
    elec fence
    telsa cage
    elec fences
    unique power
    unique power
    frequent aoe hard mez (ie aoe stun)
    telsa cages
    unique power
    2 electric gremlins

    -1 of those unique powers will likely be an aoe sleep
    -Another will likely be a heavy sapping click power w/ secondary effects
    -Another could conceivably be a modified version of blaster lightning field, so large aoe damage aura, end drain, and probably have a chance to sleep/stun added.

    I doubt we are going to see another set as unique as illusion myself, but here's hoping the set is indeed more "unique" than I've listed (not that what I just drew up would be bad at all, it would perform very well).
    edit: 0:28 looks like the lightning field animation (though powersink uses this one too, the effect looks bigger than PS's and the mobs don't respond like they are being PS'd). Though I'm guessing (as above) it does a bit more than just drain/damage.
  19. Quote:
    Originally Posted by Windenergy21 View Post
    I've personally always thought that the toxic in spines should be doing -regen, and still think it should.
    I'm not opposed to handing out low doses of -regen to some melee sets. It's not a major factor until you start giving it high numbers (like ~150%+). If you look at widows for instance they get a bit of -regen (iirc 25% on a couple powers). It's not a major factor, but does make things a bit smoother as the targets you affect (below high ranking foes) stop receiving ticks of health. It's nice if you hit something with a dot power and it doesn't recover some health running away and survive it.

    I don't see -regen as a solution to any melee set problems, but as a layer in the process it could be a reasonably attractive tool.
  20. Frosticus

    New GR Video

    Not sure how many arcs you need to put into the 1-20 game, but hopefully the answer is a LOT.
  21. They are out to get you and only you specifically.
  22. There are two possible reasons
    1. This change is occurring because they listened to the extensive player feedback that ranged from in-depth analysis of markets to a large number of people simply stating they would flee the redside.
    2 Because they simply realized that two markets are more work than one and they don't really care what we think one way or the other as their workload takes precedence.

    I know the announcement makes it sound like #2 is the reason, but I'm hopeful it was because they listen to their players like they claim in other interviews/marketing material and because they decided to utilize their thinking caps for a bit.

    I have no problem giving the players credit and my thanks for their hard work in making this happen. I don't think the second scenario is very flattering on the company or the devs, so even though they effectively said it was the reason...I hope for more from them.

    gj players that worked so hard to make this happen regardless of the actual impact it had.
  23. I know I've been slowly trying to undo the negative smear campaign that TuboSkil put out on FW.
  24. It's arguable that /ELA provides easily as much "offense" as fire through a damage aura, +rech, protection from slows, and unlimited endurance.

    Then of course Shields craps all over /fire.

    Hopefully fire gets some positive attention and doesn't just get forgotten in the negative changes coming to shield charge.